(D5 EE) Maelstrom of Darkness

The forgotten dregs of Nar Shaddaa

(D5 EE) Maelstrom of Darkness

Postby Nekoinu » Wed Jun 21, 2017 10:07 pm

GM's Note: I haven't figured out the outcomes/penalties for killing civilians. It's INCOMPLETE so for now just look at it and I'll complete it Soon (TM)

Event Type: Bonus, Combat
Participants: Any non-Force Sensitive
Timeslots: EE

Scrutiny: -0.5 for Happening
Description: After the Kaggath battle on Nar Shaddaa, Lord Nemerosch's cache of valuables became a heavily sought-out location. The first to discover it was O'nera Aeser, Jedi Knight, who was intent on sealing away his Dark Artifacts forever. Instead, she managed to unleash a storm across several blocks of the Smuggler's Moon. Almost everyone who was caught in the initial blast were possessed by the entity previously locked inside. With its hosts, it has decided to slaughter anyone it can find.

Jedi Master Lyshea Mersl, on the outskirts, has concluded that the entity will conserve the rest of its energies to only possess Force Sensitives as it sees them as the only worthy hosts. Its initial possession of the others was merely due to the excitement of being set free. The Sith Lord, Haydriss, reluctantly agrees with the hypothesis and advises that no Sith venture into the abyss.

The goal is to reach the inside and reseal the entity inside its prison.

Rules: This event consists of forging a path into the center of the maelstrom and defeating a possessed O'nera Aeser.

Into the Breach: This stage is repeated three times by each participant. It is completed individually and you do not affect one another.
  • Roll a single Force Die. Light Side pips remove possessed individuals while Dark Side adds. This determines how many possessed civilians you encounter in a group. The base group size is 3, meaning you will encounter at least 1 and at most 5. You can use a Destiny point to flip this but keep in mind the daily limit.
  • Roll a Stealth Check at Average Difficulty. If you rolled Light Side in the last roll you gain One Boost Die while Dark Side gives you One Setback Die to represent the numbers. Failure will be explained in the next step. However, note that this is an optional check. Sneaking by the civilians means that they will wreck havoc on the few civilians whom were not possessed by the fallout. Assume that each group bypassed results in [(Amount of Possessed Civilians) - 2] deaths of non-possessed, to a minimum of 1.
  • Now begins a combat stage if you did not pass the prior stage/chose not to take it. You attack first if you chose to skip the last roll while they attack first if you got caught sneaking about. Combat will always take place in Engaged/Short, whichever works better for you. They will be attacking in Melee with improvised weapons, meaning they may break from Threat. The civilians will group into one group and are considered Skilled in Melee, meaning the roll upgrades per normal rules. They have no Defense, 4 Wounds each, and their Soak is 2. Their Base Damage is 4 and Crit 5 and roll against you as normal. You will make these rolls against yourself. Please label these rolls as [Insert Your Name] (Mob 1) or something similar.

To Defeat a Jedi: This is a combat encounter against the possessed Jedi Knight O'nera Aeser. If she is taken down via Wounds instead of Strain, she will likely succumb to her wounds and perish. I will be accepting 3 Participants from those who make it through Into the Breach. Unlike other events, there is no special award for being the ones to defeat her so you don't need to compete for it. However, she has to be beaten for the event to be completed.

If the strike team fails, I'll allow the next 3 to come in and fight.

Rewards/Outcome: There will be payment!

Players will have the choice to return it to Lyshea Mersl, Lord Haydriss, or another agreed upon character. They may also choose to destroy it. Regardless, the outcome of that choice will be determined afterwards.
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Re: (D5 EE) Maelstrom of Darkness

Postby Col. Hala Moraal » Thu Jun 22, 2017 12:42 am

(( rolls first, then fluff ))

--------------------
Round 1:
Into the Breach 1: determine population 1: 1eF 1 Light Side
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2 in group 1.
Directly engaging
Into the Breach 1, round 1: Scathing Tirade: 2eP+2eA+1eB+2eD 3 successes, 2 advantage
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Inflict 4 strain, neutralize one of the mooks.
Move back to Medium. Remaining mook advances 2 bands to engaged.
Into the Breach 1, round 2: Scathing Tirade: 2eP+2eA+1eB+2eD 5 successes, 1 threat
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Inflict 1 strain, suffer 1 strain. take cover behind riot shield.
Into the Breach 1, round 2: remaining attack: 2eA+2eD+3eS 1 success, 4 threat
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hits, inflicts 1 wound, suffers 4 strain (incapacitated)

Hala status:
Wounds: 1
Strain: 1

Into the Breach 2: determine population 2: 1eF 1 Dark Side
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round 2, group of 4

Into the Breach 2: round 1 scathing tirade: 2eP+2eA+1eB+2eD 3 successes, 2 advantage, 1 Triumph
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inflict 5 + 4 strain, 7 strain remaining

Into the Breach 2: round 2 scathing tirade: 2eP+2eA+1eB+2eD 2 successes, 2 advantage
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inflict 4 strain, 3 strain remaining. taking cover
Into the Breach 2: round 2 single attack back: 2eA+2eD+3eS 0 successes, 1 threat
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miss, suffers 1 strain. 2 remaining
Into the Breach 2: round 3 scathing tirade: 2eP+2eA+1eB+2eD 4 successes
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inflict 1 strain, 1 remaining
Into the Breach 2, round 3: remaining attack: 2eA+2eD+3eS 3 failures, 1 threat
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miss, setback on its next roll
Into the Breach 2: round 4 scathing tirade: 2eP+2eA+1eB+2eD 2 successes, 1 advantage
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success, inflict 1 strain, recover 1 strain. group 2 defeated.

group 3:
Into the Breach 3: determine population 3: 1eF 1 Dark Side
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group of 4

Into the Breach 3: round 1 scathing tirade: 2eP+2eA+1eB+2eD 3 successes, 4 advantage, 1 Triumph
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inflict 7 + 4 strain, 5 remaining, back away.
Advance/advance

Into the Breach 3: round 2 scathing tirade: 2eP+2eA+1eB+2eD 3 successes, 1 advantage
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inflict 3 strain, 2 remaining, take cover
Into the Breach 3: attack back: 2eA+2eD+3eS 4 failures, 1 advantage
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miss, recover 1 strain, 3 remaining
Into the Breach 3: round 4 scathing tirade: 2eP+2eA+1eB+2eD 0 successes, 4 advantage
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no strain, +2 boost to next roll
Into the Breach 3: attack back round 4: 2eA+2eD+3eS+1eB 1 success, 2 threat
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hits, 1 wound, suffers 2 strain. 1 remaining
Into the Breach 3: round 5 scathing tirade: 2eP+2eA+3eB+2eD 4 successes, 3 advantage
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inflicts final strain, succeeds

Final total:
wounds: 2
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Re: (D5 EE) Maelstrom of Darkness

Postby HX-S4 » Thu Jun 22, 2017 6:38 pm

HX wasn't concerned by mobs. There was only one true threat in this situation, so rather than engaging each of the hopless fleshsacks one at a time, HX would remember the one most important part of civilian conflict. They can't fly. Streaking across the air, hanging low enough slip under small overreaches, but stay out of the range of those pesky sticks in the like, HX would plot a course throiough the path of least resistance, encountering only a single possessed individual. However the tactic of simply puttering on overhead made such means somewhat difficult, even if HX was barely able to pass undetected by the fearsome mob. It didn't matter! One dead Jedi was coming up! And it was totally on the level too! HX might be able to murder a Jedi and be thanked for it. If HX could be amused, which it fervantly denied, it would be blipping happily up and making aileron rolls towards the Jedi.



Into the Breach (Step 1): 1eF 2 Light Side
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Into the Breach (Step 2 - Stealth): 1eP+4eA+3eB+2eD 1 success, 3 advantage
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Re: (D5 EE) Maelstrom of Darkness

Postby Nekoinu » Sat Jun 24, 2017 1:02 am

OOC: As noted in the poll, I've decided to postpone this until D6. I'm sorry for having to do so but I clearly got overwhelmed with everything going on.

Note that the timeslot is in flux now.
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